Humana Pharmacy IT

Process: User Research, Cross-Functional Collaboration, Usability Testing, Teaching and Mentorship, Interaction Design, Prototyping
Role: Product Designer at the Digital Experience Center as the first Designer in Pharmacy IT. Researching and collaborating to design Pharmacy Products.

The process for developing software at the Digital Experience Center, and increasingly throughout Humana, is a human-centered design-focused approach. 

Working in small teams including Product Designers, Product Managers, and Engineers, we paired to solve user problems as efficiently and creatively as possible. As a Product Designer I did everything from user research to wireframes to visual design, prototypes, copy writing, and usability testing. I worked with Product Managers on task prioritization, and with Engineers on designing the best solutions. As part of small, cross-functional teams who mostly work in pairs, there's a lot of collaboration and we talk through solutions constantly. I conducted regular testing with our users (mostly health care professionals) helps validate and also invalidate our solutions so we could quickly iterate. As the first Designer in Pharmacy IT, I worked with the Pharmacy team to develop new work processes and ultimately, products. During my time at Humana, it was great to work on products that help people do their jobs with less hassle and help members stay healthy.

If you want to learn more about the Digital Experience Center at Humana, or the DEC, as we call it, visit

Work Samples




Smart List Pro


Human-Centered Design Kit

The Design team led the creation of the Human-Centered Software Design Toolkit. The toolkit is geared toward teams within Humana at-large that would like to bring a more human-centered approach into their work. We also reached local companies and organizations that were interested in workshops.

My role in the toolkit was to help write the content for the site and organize the flow. I crafted content that is general enough for a wide array of tasks and problems, and also specific enough that someone could put the instructions to use right away. We based the instructions in the method cards on 18f’s public domain resource. We collaborated on the videos by drawing, sketching, recording, and editing to bring our methods to life.